Weapon and Armor
Proficiency:

Rogues are proficient with all simple weapons, plus the bow and short
sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack:

If a
rogue can catch an opponent when they are unable to defend themselves
effectively from their attack, they can strike a vital spot for extra
damage.

The rogue’s attack deals extra damage any time their
target would be denied their Reflex bonus to AC (whether the target
actually has a Reflex bonus or not), or when the rogue flanks their
target. This extra damage is 1d6 at 1st level, and it increases by 1d6
every two rogue levels thereafter. Should the rogue score a critical
hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

A
rogue can sneak attack only creatures with discernible anatomies— oozes
and incorporeal creatures lack vital areas to attack. The rogue must be
able to see the target well enough to pick out a vital spot and must be
able to reach such a spot. A rogue cannot sneak attack while striking a
creature with concealment.

Trapfinding:

Rogues are skilled at finding and disarming traps. They get a +4 bonus
on Perception checks to locate traps and on Disable Device checks to
disarm traps.

Evasive (Ex):

Rogues get a +2 bonus to all Reflex saves.

Evasion (Ex):

At 2nd level and higher, a rogue can avoid even magical and unusual
attacks with great agility. If they make a successful Reflex saving
throw against an attack that normally deals half damage on a successful
save, they instead take no damage. Evasion can be used only if the
rogue is wearing light armor or no armor. A helpless rogue does not
gain the benefit of evasion.

Shadow Strike
(Ex):

At level 2, rogues get the skill trick Shadow Strike for free.

Uncanny Dodge
(Ex):

Starting at 4th level, a rogue can react to danger before their senses
would normally allow them to do so. They
retain their
Reflex bonus to AC (if any) even if they are caught flat-footed or
struck by an
attacker with total concealment. However, they still lose
their Reflex bonus to AC
if immobilized.

Hide in Plain
Sight (Su):

At 6th level, a rogue can use the Stealth skill to hide even while
being observed. As long as they are within 10 feet of some sort of
shadow, a rogue can hide themself from view in the open without having
anything to actually hide behind. They cannot, however, hide in their
own shadow.

Improved Uncanny
Dodge (Ex):

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the
character by flanking them, unless the attacker has at least four more
rogue levels than the target does.

Improved Evasion
(Ex):

A rogue of at least 10th level can slip away from attacks even when
they have been hit. This ability works like evasion, except that while
the rogue still takes no damage on a successful Reflex saving throw
against attacks henceforth they take only half damage on a failed save.
A helpless rogue does not gain the benefit of improved evasion.

Skill Mastery
(Ex):

A rogue of at least 12th level can master certain skills. Upon gaining
this class feature, they select any three skills. When making a skill
check with one of the chosen skills, they may take 10 even if stress
and distractions would normally prevent them from doing so. At level
18, they may choose an additional three skills to apply this feature to.

Vanish (Sp):

A rogue of at least 14th level has the power to vanish in the blink of
an eye. They can, thrice per day, create the effect of the spell
invisibility.

Slippery Mind
(Ex):

A rogue of at least 16th level can slip out of enchanting spells. If
they are affected by an enchantment spell or effect and fails their
saving throw, they can attempt it again 1 round later at the same DC.
They get only this one extra chance to succeed on their saving throw.

Lethal Attack
(Su):

A rogue of 20th level can unleash deadly attacks. Thrice per day, the
rogue can declare a given sneak attack to be a Lethal Attack. If the
target of the attack is hit, they take the full damage and must make a
Fortitude save (DC 17 + the rogue's Intelligence score). If the target
fails the save, the target takes 200 extra points of damage.